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Request true floating-point EGL configs for scRGB and expose the native encodings supported by the selected surface. Fall back to software HDR mapping when the surface cannot represent the incoming wire format. Resample PQ in linear light, keep SDR-only effects out of native PQ chains, and consume the cursor-specific white level without changing binary monochrome cursor mask operations.
54 lines
2.0 KiB
C
54 lines
2.0 KiB
C
/**
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* Looking Glass
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* Copyright © 2017-2026 The Looking Glass Authors
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* https://looking-glass.io
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*
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* This program is free software; you can redistribute it and/or modify it
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* under the terms of the GNU General Public License as published by the Free
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* Software Foundation; either version 2 of the License, or (at your option)
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* any later version.
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*
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* This program is distributed in the hope that it will be useful, but WITHOUT
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* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
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* FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
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* more details.
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*
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* You should have received a copy of the GNU General Public License along
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* with this program; if not, write to the Free Software Foundation, Inc., 59
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* Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*/
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#pragma once
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#include "desktop_rects.h"
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#include "filter.h"
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#include "texture.h"
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typedef struct EGL_PostProcess EGL_PostProcess;
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void egl_postProcessEarlyInit(void);
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bool egl_postProcessInit(EGL_PostProcess ** pp);
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void egl_postProcessFree(EGL_PostProcess ** pp);
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/* create and add a filter to this processor */
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bool egl_postProcessAdd(EGL_PostProcess * this, const EGL_FilterOps * ops);
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/* mark the filter chain for rebuilding before its next run */
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void egl_postProcessInvalidate(EGL_PostProcess * this);
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/* returns true if the configuration was modified since the last run */
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bool egl_postProcessConfigModified(EGL_PostProcess * this);
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/* true when an active filter requires full-frame rendering and damage */
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bool egl_postProcessNeedsFullFrame(EGL_PostProcess * this);
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/* apply the filters to the supplied texture
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* targetX/Y is the final target output dimension hint if scalers are present */
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bool egl_postProcessRun(EGL_PostProcess * this, EGL_Texture * tex,
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EGL_DesktopRects * rects, int desktopWidth, int desktopHeight,
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unsigned int targetX, unsigned int targetY, bool useDMA, bool hdrPQ);
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EGL_Texture * egl_postProcessGetOutput(EGL_PostProcess * this,
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unsigned int * outputX, unsigned int * outputY);
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